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| Latest Threads |
FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 200
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 384
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 594
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 562
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TyFloW
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 901
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 544
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 603
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 777
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Newbie
Forum: FumeFX & NodeWorks [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,024
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 809
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| Flickering/Jumping Waves |
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Posted by: siknox - 02-29-2012, 10:31 AM - Forum: DreamScape
- Replies (4)
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Please could someone help or give me advice.
I am using an adaptive mesh for a large sea scene with a mental ray sea as the texture. It works perfectly when the camera is still, but as soon as it starts to move the geometry seems to be altering and waves seem to jump, and is unusable. I have tried using a simple mesh for it and seems to work perfectly, but need to use the adaptive mesh.
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| Point Cloud data. |
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Posted by: andycfx - 02-23-2012, 02:12 AM - Forum: FumeFX & NodeWorks [max]
- Replies (2)
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I know a couple of studios have investigated and are also currently using this method.
Is there a set way of exporting out cached fume data to a pointlcoud of some sort?
The goal here is to do test renders in Mantra (houdini) or Mental Ray (maya) I'm pretty confident I can get it loaded in fine. I'm just a little hazy on how to be able to export it out of max.
Anyone have any experience?
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| 2.1c retime-observed noise or stutter at rendertime? |
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Posted by: rconover - 12-19-2011, 04:39 PM - Forum: FumeFX & NodeWorks [max]
- Replies (6)
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Hi there-
This may just be a limit of retimes-but i was wondering if there was anything I could do to improve my retime sim (when rendered)?
Original time scale is 1.3. And this appears to render fine to me.
I then retime by .5. There is a perceived noise or stutter when this is rendered-but just in certain areas-primarily where the effect is hit strongest by light-more shadowed areas pretty much hide the issue.
Both (rt and retimed) renders are motioned blurred to the same degree.
Two other sims in the same scene seem to retime (also at .5) *without* this issue. And all three FX are based on the same basic recipe.
Also what is 'Soucre Area Blur' actually supposed to do? It seems to not be documented specifically. It is not on for this fume box but I wouldn't say I ever observed a difference to if it was on or not...
-thanks
raonull
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| AFC & AGT Files |
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Posted by: holycause - 12-14-2011, 11:29 AM - Forum: FumeFX & NodeWorks [max]
- Replies (5)
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Hi,
I was wondering if it would be possible to access the information in the AGT & AFC files without having to load them in a FFX shader?
I tried to open the binary files with Python, but unfortunately, it doesn't work.
Thanks
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| FFX FumeFX Src interaction |
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Posted by: Eric-S - 12-13-2011, 08:43 PM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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Hi, I was wondering how the FFX FumeFX Src works.
on the image attached:
The white FumeFX is a simulated FumeFX smoke.
then I created a other fumeFX Box, with a FFx FumeFx Src. In the FFX FumeFX Src I've added the White FumeFX Box into the src. Then I've simulated the box (Green is with no FFx FumeFX Src) (Blue is with the FumeFX Src). I've set the velocity type to Read, Set value from 10 to 9999 and it doesnt look like it actually interacts with the White FumeFX Box?
thanks,
Eric
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| FumeFX 2.1c AfterBurn 4.0d not friendly in 3dsMax2012SP2 |
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Posted by: gakkie - 12-05-2011, 11:10 AM - Forum: FumeFX & NodeWorks [max]
- Replies (4)
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Hi, I'm having trouble with installing FumeFX 2.1c AfterBurn 4.0d on 3dsMax2012 SP2 x64.
It seems plugin which installed later does not working.
Installing FumeFX after Afterburn:
3dsMax crashes when rendering FumeFX
Installing Afterburn after FumeFX:
Afterburn particle can be seen, but it doesnt render afterburn particles.
Is this known bug or am I missing something?
OS we are using windowsXP
Thanks
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